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Secondaries

necromancer:raise an army of fellow tanks, heal your wounds while dishing out more damage, or debilitating your enemies before moving in for the kill.

mesmer:not an obvious choice, but can tank with domination, has great evasive moves with illusion, and inspiration is great for energy driven warriors.

elementalist:while energy can be a problem, fire works well at long range, where warriors are weak; wind is better for spiking single enemies, but gets the job done; earth is like tactics or protection prayers, and water works like curses.

The only thing I disagree with is being able to raise an army of meat shields as a necro secondary. You only have 20 max energy and 2 regen pips. You would not be able to summon many monsters because if you did minions or fiends that would take away almost all your energy with glads and other stuff on and then you'd have to find a way to get it back.

I think a E/W is better than W/E. Plenty of energy to spare. When enemies are far away, cast fireball/flare....when in close combat, use war skills and cast flame burst or something like meteor shower...

Warriors + conditions = dead duck.
So a W/N's plague Touch comes in handy, since he's already in melee, he can touch anyone :D
And the ever painful Mark of Pain. Especially when you're up against a large group. Sometimes you kill the surrounding foes before your own target :D

Most Elementalist skills that gives additional protection actually have quite low energy cost. Armor of Earth and Obsidian Flesh for example, both only cost 10 energy and don't cause exhaustion. Warriors that uses Ele skills that help in tanking shouldn't run into any energy problem with a adrenaline based build and/or zealous weapon upgrade with AoE weapon skills.